It seems the editor crashes when adding a new Macro to a Blueprint Macro Library. This only occurs if you rename the macro that gets automatically created when you open the macro library to somethin ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
A user has reported a failing ensure in FMRSWRecursiveAccessDetector::AcquireWriteAccess(), a race condition that has a small chance of happening when launching the editor. FLiveCodingModule::Start ...
Licensee- "GeometryScript_TextureUtils.sample_texture2d_at_uv_positions does not work in python. The uvlist becomes nullptr from python to C++. BP is working fine." ...
Does not crash in 5.4 on same hardware so looks like a regression. Attached Unreal logs indicate source of critical error: 'FARKitCameraOverlayMobilePS' shader uniform expression set mismatched sh ...
The Difference node no longer updates after the first call. It appears to save the values passed into it on it's first call Note Possible workaround: If a clear node is used on the difference node ...
Was able to repro this on machines with and without machines set up for Xbone testing. ...
While using a custom struct that contains a TArray member variable with FInstancedStruct, you cannot edit it in the editor without a crash. Other structs and types work as expected even if they deri ...